Appearance
Arcade › KAWZ HITTER
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Otis Peers built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about KAWZ HITTER yet. Play it, then tell Otis Peers what you would add next.
KAWZ HITTER was built by Otis Peers with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix KAWZ HITTER opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a first-person 3D arcade target-hunting game titled “KAWZ HITTER — Slice.” The player is an invisible FPS character with the camera at roughly 1.8m height, starting near the end of a broad urban road. Use mouse-look and WASD movement; there is no jumping. Left mouse click fires a centered instant raycast shot and also spawns a small bright yellow projectile/tracer sphere traveling forward for a short time, with a brief recoil effect if a pistol view model is available. The objective is to hit four stationary human “lookalike” targets scattered through the city; display the objective prominently at the top center as “LOOKALIKES HIT: 0 / 4,” incrementing once per distinct target hit. Targets should be ordinary low-poly humanoid citizens/soldiers, about 1.8m tall, using idle animations, with four initial placements around the street: approximately (-12,-18), (11,-6), (-9,22), and (13,33) in world X/Z coordinates. They face generally toward the street and can make occasional small random orientation twitches. A target struck by a shot is marked as hit, stops being targetable, plays a one-shot hit/death-receive animation when available, and briefly produces a small red pop effect; do not respawn targets or add enemies. Also support E for a green translucent expanding wireframe spherical shockwave centered on the player. The shockwave lasts about 0.7 seconds, expands to roughly 18 units, and pushes nearby unhit lookalikes within about 22 units away from the player with decaying velocity; it may trigger a hit-receive animation but does not itself increment the score. Support Left/Right Shift for a short forward dash (about 0.35 seconds at high speed) with a roughly 2.2 second cooldown. The on-screen instructions should be a dark translucent rounded panel at the bottom center reading: “KAWZ HITTER — Slice”, “WASD Move MOUSE Look CLICK Shoot”, and “SHIFT Dash E Shockwave R Reload hint”; R is only shown as a hint and does not need to implement reloading. Add a small pale circular crosshair at the exact center of the screen. Build a compact low-poly urban street scene. The ground is a wide gritty gray/tan paved or asphalt plane with visible road seams, the road extending into the distance between city blocks. Place blocky multi-story commercial/residential buildings along both sides, with dark blue/purple facades, window openings, rooftop details, and a few storefront-like doors. Populate the street with parked low-poly cars, including a large red/orange sedan prominent on the left side and additional sedan/police/taxi-style vehicles farther along the road. Add palm trees, streetlights, benches, fire hydrants, dumpsters and scattered trash along the curbs. Keep the play area open enough that the four targets can be seen and approached. Use low-poly Kenney/KayKit/Quaternius-like assets, simple materials, baked-looking soft shadows, and a restrained gritty arcade aesthetic rather than photorealism. The supplied visual presentation is very dark, with a black night-like sky and strongly lit geometry/characters; preserve that dramatic dark backdrop and high contrast if matching the reference screenshot, while retaining the code’s simple fog/atmospheric depth and moving cloud/sun ambience only if the environment supports it. Use a third-person-free FPS view, no player body, no menus, no health, ammo, lives, or enemy attacks. The only progression is finding and shooting all four lookalikes, with score state equal to the number of hit targets.